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Beta Plugin: nwnx_weapons
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acaos



Joined: 08 May 2007
Posts: 153

PostPosted: Sun Sep 21, 2008 1:44    Post subject: Reply with quote

Yes there is; the NWNX_WEAPONS_OPT_DEVCRIT_DISABLE_ALL option.

Acaos
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scarface



Joined: 12 Jun 2005
Posts: 94
Location: Sweden

PostPosted: Wed Mar 11, 2009 11:17    Post subject: Reply with quote

Hey Acos, we use the code put forward by you to allow dev crit to work normally vs mobs, and x1 add to crit when used on players, however it's working the way it should for Pcs, but not for mobs, it's only granting x1 to crit for monsters also, this these are the switches we use in our module load event.

Code:
 SetWeaponOption(NWNX_WEAPONS_OPT_DEVCRIT_DISABLE_PC, TRUE);
    SetWeaponOption(NWNX_WEAPONS_OPT_DEVCRIT_MULT_BONUS, 1);
    SetWeaponOption(NWNX_WEAPONS_OPT_DEVCRIT_MULT_STACK, TRUE);
    SetWeaponOption(NWNX_WEAPONS_OPT_OVERCRIT_RANGE_BONUS, 1);


I also posted a bug found with your other plugin nwnx_funcs a few days ago if you haven't already seen it.

Thanks.
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acaos



Joined: 08 May 2007
Posts: 153

PostPosted: Tue Feb 23, 2010 8:52    Post subject: Reply with quote

nwnx_weapons has been upgraded to allow creating more Weapon Specialization type feats.
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Epitaffio



Joined: 13 Jul 2010
Posts: 29
Location: Italy

PostPosted: Sat Sep 11, 2010 19:00    Post subject: Reply with quote

Is there any way to create a custom feats for a single weapon with this plugin?

For example a feat that is needed to use the longsword, another one for the two handed sword (obviously deleting all the base nwn feats and creating the right 2da string) etc etc

If yes, how? I can't find anything in the included .nss to setting a custom feat for the base weapon..
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kucik



Joined: 11 Feb 2009
Posts: 19
Location: Czech Republic

PostPosted: Mon Sep 13, 2010 9:02    Post subject: Reply with quote

It's defined in baseitems.2da. See http://nwn.wikia.com/wiki/Baseitems.2da You can set custiom required feat for each item.
You don't need nwnx for this.
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Son ventre plein d'exhalaisons.
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Epitaffio



Joined: 13 Jul 2010
Posts: 29
Location: Italy

PostPosted: Mon Sep 13, 2010 13:20    Post subject: Reply with quote

Wops, noob question then.. maybe i should have asked first to our 2da editor ^^"
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bmovers



Joined: 11 Nov 2010
Posts: 1

PostPosted: Thu Nov 11, 2010 1:21    Post subject: Reply with quote

NWNX weapons? what are they? Just curious..
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Thu Nov 11, 2010 2:09    Post subject: Reply with quote

I suggest you read the first post again, it's all there.
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Calvinthesneak



Joined: 15 Nov 2010
Posts: 14

PostPosted: Wed Jan 19, 2011 11:24    Post subject: Reply with quote

Is the intended behaviour of the flag:
SetWeaponOption(NWNX_WEAPONS_OPT_DEVCRIT_MULT_BONUS, 1);

to multiply every critical always?

I was thinking of unctionality that the extra multiplier would only fire when a player failed the save for dev crit.
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Ave



Joined: 08 Apr 2012
Posts: 8

PostPosted: Sat Aug 10, 2013 8:21    Post subject: Reply with quote

Most of the functions work splendidly for me, including setting weapon focus feats and so forth... however, I'm having trouble with the

SetWeaponImprovedCriticalFeat

function... it doesn't seem to do anything for me. Is anyone else having a similar issue? Thanks in advance!!!
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